Ghana’s Gaming Commission takes safe gaming message to schools
The team, led by CEO Emmanuel Siisi Quainoo, emphasised that individuals under 18 are prohibited from gambling.
Ghana.- As part of its September Gaming Awareness campaign initiatives, the Gaming Commission of Ghana has been touring secondary schools to educate students about safe gaming practices and the risks associated with underage gaming. The school sensitisation drive has taken the regulator to Accra, Kumasi, Tamale and Achimota.
On September 17, 2025, the delegation visited Accra Academy and Ebenezer Secondary School and engaged with learners on anti-child gambling and safe betting. The students were also informed about the origin, roles and objectives of the Gaming Commission. The team, led by CEO Emmanuel Siisi Quainoo, stressed that gaming should be viewed solely as a form of entertainment, not a source of income, and emphasised that individuals under 18 are prohibited from gambling.
On September 18, the Commission visited the Tamale Senior High School, the KNUST Senior High School, Kumasi School for the Disabled and Kumasi Children’s Home with the same message. Later, on September 25, the regulatory body interacted with more than 3,000 students at Achimota Senior High School, furthering its mission to inform young people about responsible gaming.
The regulator concluded its outreach programme with a visit to Apam Secondary School, partnering with Indomie to give free noodles to the students. At each school it visited, the Commission complemented its awareness programme with donations of essential items, including food and learning materials like exercise books.
In addition to school programmes, the Commission’s outreach initiatives included visits to radio stations and the launch of free counselling sessions, providing additional support to individuals affected by gaming-related issues.
As the Gaming Awareness campaign winds down, the authority encourages teachers, parents and the community at large to prioritise the safety and well-being of children and young adults, particularly in relation to gaming activities.